Well, the easiest way to deal with that is to toggle "Pollution Off" from the Rules screen when starting a new campaign (see attached). If you still want to play with "Pollution On" and have a situation where pollution can increase for some period after which something will drive it down to zero, that is something you would have to mod into a game. Fortunately the mechanics aren't that difficult to understand. They use the same mechanism which reduces population pollution - an attribute assigned to one or more buildings in the "buildings.txt" file. As an example, let's look at the "Aqueduct" in Cradle:
In reality the Aqueduct doesn't affect production pollution, but I added that to this example so you know it exists. Anyway, you can add those attributes to ANY building, and in ANY percentage. Also, the AI will construct EVERY building, so eventually these will appear in every AI city, and do their reduction "thing". So you'll get the "across the board" result you are looking for. The AI won't "know" it is doing good things to abate pollution, it will just happen.
The design part would be if you assign these attributes in different values to structures which become available at different times, so you can have the effect of "pollution grows and then at some point begins to decrease". For example, if 7 structures each reduced population pollution by 20%, eventually they would all be built and the net effect would be a city-by-city process in which the they produce zero population pollution and THEN provide a 40% decrease (into the environment).
Best of all - if you have an ongoing campaign and fear that pollution is about to destroy it, you can make these adjustments in "buildings,txt" and the next time you load a save game, they will take effect immediately! For example, I changed the PopulationPollutionPercent in Aqueduct to -1.1 and it took effect right away.
Code:
IMPROVE_AQUEDUCT { DefaultIcon ICON_IMPROVE_AQUEDUCT Description DESCRIPTION_IMPROVE_AQUEDUCT EnableAdvance ADVANCE_AQUEDUCTS PrerequisiteBuilding IMPROVE_GRANARY ProductionCost 1200 Upkeep 3 FoodPercent 0.15 StarvationProtection 5 PopulationPollutionPercent -0.1 ProductionPollutionPercent -0.4 }
The design part would be if you assign these attributes in different values to structures which become available at different times, so you can have the effect of "pollution grows and then at some point begins to decrease". For example, if 7 structures each reduced population pollution by 20%, eventually they would all be built and the net effect would be a city-by-city process in which the they produce zero population pollution and THEN provide a 40% decrease (into the environment).
Best of all - if you have an ongoing campaign and fear that pollution is about to destroy it, you can make these adjustments in "buildings,txt" and the next time you load a save game, they will take effect immediately! For example, I changed the PopulationPollutionPercent in Aqueduct to -1.1 and it took effect right away.
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